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Man and Beast Overview and Glossary. Table summarising what piece characteristics Man and Beast articles cover, with glossary of terms used to describe pieces.[All Comments] [Add Comment or Rating]
Claudio Martins Jaguaribe wrote on Tue, Apr 21, 2009 03:39 PM EDT:Excellent ★★★★★
It is a start and a great help.

George Duke wrote on Fri, Jun 12, 2009 06:06 PM EDT:
From ''01'' Gilman's glossary has under their own separate headings SD, ND, binding, bound, colourbound,colourswitching, fileswitching, hex, switching, triangulate, unbound. SOLL is square of leap length, for instance, in definition of Standard Diagonal, so we do not have to deal with the root, and then Bishop on squares or in cubes has SOLL 2. The utility for SOLL becomes apparent when we get to oblique directions. By convention we let the directions of Rook (0,0) (0,1) (0,2)..., and Bishop (0,0), (1,1), (2,2) be called coprime too, ignoring some math niceties. Coprime and non-coprime are later topics, already mentioned in passing at ''01.''

Joe Joyce wrote on Thu, Jun 18, 2009 11:33 PM EDT:
Thank you, Charles, for providing this overview and glossary. It gives me a point of reference to look at your work with maybe some understanding. I've got a couple of questions, one general, and one specific. 

The general question concerns how to look up pieces. Several of us here have designed pieces, and might like to know how and where they fit into your scheme. I recognize some of Mats' pieces, I see George's Falcon family is there, and I even see Gavin Smith's planar pieces from Prince there. I think Larry Smith [no relation] played with planar pieces against Gavin, but Larry also did a rather thorough and extensive classification of Jetan pieces. It was Larry's monograph that made me realize how lucky I was not to have re-invented ERB's [and Larry's] pieces with some of my designs. So could I look up ERB's pieces, or my own pieces like the shaman or the flexible knight, in some systematic way? 

The second question is about planar pieces. Gavin and Larry seemed to agree [and I hope one or both will comment if I make a mistake] that planar pieces were 2D pieces that had to take every possible shortest path from their starting location to their ending location when they moved, and any single piece on a single one of those multiple locations making up all the shortest pathways from start to finish would block the move. I believe you also seem to accept their definition. I'd like to argue again [as I did with Larry, then], that this is far too restrictive a definition. 

Let's take a simple example of a planar rook and its target, an enemy planar bishop, 5 squares away diagonally, on the same 2D level/board section/whatever. Anyway, the planar rook can take the bishop if all 23 of the squares between the B and the R that occupy the 5x5 2D square [determined by using the positions of the B&R as opposite corners of the square] are empty, according to the rules. This is the weakest form of planar piece. [It's equivalent to damming a river by throwing a rock in it. To marginally mitigate this, there are 2 2D planes, and only 1 needs to be clear.] 

The strongest form of planar piece would be able to take if only one of all the shortest paths was open. An average planar piece might see the cut-off at half the paths available. A weakest cubic rook, B&R at opposite corners of a 5x5x5 cube, would require 123 empty cubes to capture the bishop. The bishop, being colorbound, would only need roughly half as many locations clear to effect a capture in general [and in the example given, only 3 empty cubes], thus more than overcoming its colorboundness to be worth more than the rook, no?

Larry Smith wrote on Fri, Jun 19, 2009 01:35 PM EDT:
Those planar pieces which are not restricted by occupancy of their attack plane might actually be classified as 'hook-movers'.

The restriction of planar pieces might seem a little draconian, but only during the early portion of the game. As the field clears, these pieces begin to rise exponentially in threat.

A further restriction was developed because of the dynamics of the diagonal(and triagonal) planar piece. This was that all the cells within the planar move must exist on the field. Though developers and players are not strictly bond by this rule.

For a nice(or so I think) 2D game which demonstrates planar moves, try LiQi. It utilizes the same equipment as the Mad Queen(but it does not restrict the diagonal planar piece). There's also a Zillions implementation.

George Duke wrote on Fri, Jun 19, 2009 02:29 PM EDT:
I think Joyce's and Smith's comments are out of place for the Glossary, which is not about planar pieces, and belong with Gavin Smith's game or other appropriate venue. They would partially fit at M&B08 showing minimal courtesy by Joyce. One next step for Gilman would be a corresponding piece glossary. The topic and term glossary is still new from a request of Jaguaribe. Any survey of CVs and CV pieces has to be incomplete by definition, because CVs are infinite and even fairy pieces themselves to be considered are infinite. Through '03' Ungulates we have reviewed so far, Gilman surely logically sticks to topic, making complete excellent development and naming from the inside out. This Glossary will be referred to occasionally, as done after 'M&B01' for Gilman's terms colourbound etc.

💡📝Charles Gilman wrote on Sat, Jun 20, 2009 02:20 AM EDT:
As the term Planar appears in the glossary, this certainly is a valid place for discussing its definition. The definition given is the one that under which the distinct piece names were coined, although if the consensus is that this is insufficiently general I will gladly consider amending it.

Joe Joyce wrote on Thu, Jun 25, 2009 03:51 PM EDT:
Thank you, Charles. I was intending to discuss the definition, with an interest in extending it a bit. I do see a possible need for expanded definitions [and a way to look up all pieces would be nice, even if all but impossible.] Planar pieces as used are just one step into area effect pieces - hook movers being another similar but different example, and the 2-step bent knightriders, especially [Jeremy's] with a ferz or wazir component, a third, shortrange version. Personally, I see a great need for some sort of organization of/within CVs. I'm happy there are people [crazy enough] um, willing to tackle it.   

I'd think planar pieces might be classified by how easy it is to block them, as a start. As pieces, they get more powerful the closer they are to their intended victim, an unusual phenomenon in chess, I suspect. This might be another sort of defining characteristic. I'd think they would be interesting pieces on very large boards, or greater than 2D boards. Which brings up the question of whether 'Planar' will be the stand-in [or the 'type specimen'] for planar, cubic, quatric, quintic... pieces. I'd say yes, at least for now. 

The more powerful versions of a planar piece would require more powerful versions of other pieces, or something such as a traffic cop piece, that slowed everything down, a la Roberto Lavieri's piece George mentioned recently, a somewhat less-than-Immobilizer. Or possibly some sort of reactive piece - Jeremy's Actualized Potential Pieces come to mind as a start for a piece that fires to a preset point or distance during the other player's turn, for example. Certainly, that piece would guard against the current planar pieces from 'behind' [but not 'directly' behind] the target piece. A 'battery' of these pieces might break up a major offensive in a larger [multimove, maybe] game. 

I guess the point of the previous paragraph is that once you've gotten the pieces to the board and used a bit, someone else will escalate. [Blue-sky fantasy desire: see all pieces cataloged in such a way that a designer who knew the system could look up newly-designed pieces to see if they are actually new, and what pieces are similar.] I'd think you'd want your system to be able to accomodate the pieces that will be showing up in the near future.

💡📝Charles Gilman wrote on Mon, Jun 29, 2009 02:16 AM EDT:
You've got some interesting ideas there. What would a Planar Hopping move be like - requiring exactly one intervening piece on every route? You could end up with a Planar version of Optima or Toccata, with lots of pieces making the same basic Planar move but different details.

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